I'm by no means a super experienced player, but with more than a day logged, I've enjoyed the game. That said, there are elements that get repetitive in a way that I think is unnecessary. Good game design is created around choices for the player. I would argue that right now, there's relatively little variability for the lower bracket of players. The reality is that this will continue to exist from a meta standpoint. Even with well balanced waves, strategies prevail. I think one thing that could help increase the variability per game is actually giving players the ability to select their merc lineup. I think it drives a few interesting factors for depth: 1. It gives players more ability to have a unique "build" from an offensive standpoint, not just a defensive standpoint with the towers. 2. The impact of merc lineup lets players continue to fine-tune their defensive setup. IE: I may go with a number of low value mercs to boost my income early game, but that has the tradeoff of making me weaker late game. 3. It improves the team dynamics (not dissimilar to the impact of cross). If I am playing with a premade, we can plan our "hired mercs" that we can then choose to send in the right way towards an optimal strategy. Having a broader pool of mercs to choose from can also provide more flexibility and design space in the meta. You could even get into a situation where certain mercs could be banned as the pool grows to help with organic meta control. The one thing I'm not sure of is whether the "recruited mercs" should be selected before you enter the game, or if you actually "recruit them" (like 3 the first wave, 1 the second, 1 the third, or some such) in game based on the strategies you see being employed by your enemy lane.